use std::f32::consts::PI;
use super::{
super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct MultiAction;
pub struct MultiActionDependency<'a> {
pub ability_id: Option<&'a str>,
pub stage_section: Option<StageSection>,
pub current_action: u32,
pub max_actions: Option<u32>,
pub global_time: f32,
pub timer: f32,
}
impl Animation for MultiAction {
type Dependency<'a> = MultiActionDependency<'a>;
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_multi\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_multi")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
d: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let multi_action_pullback = 1.0
- if matches!(d.stage_section, Some(StageSection::Recover)) {
anim_time
} else {
0.0
};
for action in 0..=d.current_action {
let (move1base, move2base, move3base) = if action == d.current_action {
match d.stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 1.0)
};
let _move1 = move1base * multi_action_pullback;
let _move2 = move2base * multi_action_pullback;
match d.ability_id {
Some(
"common.abilities.custom.arthropods.tarantula.singlestrike"
| "common.abilities.custom.arthropods.blackwidow.singlestrike"
| "common.abilities.custom.arthropods.antlion.singlestrike"
| "common.abilities.custom.arthropods.hornbeetle.singlestrike"
| "common.abilities.custom.arthropods.weevil.singlestrike"
| "common.abilities.custom.arthropods.crawler.singlestrike",
) => {
let pullback = 1.0 - move3base;
let subtract = d.global_time - d.timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1abs = move1base.powi(2) * pullback;
let movement2abs = move2base.powi(4) * pullback;
let movement3abs = move3base * pullback;
if s_a.snapper {
next.chest.scale = Vec3::one() * s_a.scaler;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * 0.8,
) * Quaternion::rotation_y(
movement1abs * -0.1 + movement2abs * 0.2 + movement3abs * 0.2,
);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_z(
movement1abs * 0.7 + movement2abs * -1.0 + movement3abs * 0.8,
);
next.mandible_r.orientation = Quaternion::rotation_z(
movement1abs * -0.7 + movement2abs * 1.0 + movement3abs * -0.8,
);
next.wing_fl.position =
Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fl.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2)
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * 0.2);
next.wing_fr.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5)
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2)
* Quaternion::rotation_z(movement1abs * 0.2 + movement2abs * -0.2);
next.wing_bl.position =
Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_bl.orientation =
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
* Quaternion::rotation_y(movement1abs * 0.2 + movement2abs * -0.2);
next.wing_br.orientation =
Quaternion::rotation_x(movement1abs * -0.3 + movement2abs * 0.3)
* Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 0.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fcl.position =
Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_bcl.position =
Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
} else {
next.chest.scale = Vec3::one() * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_y(
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_x(
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_z(
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
);
next.mandible_r.orientation = Quaternion::rotation_x(
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_z(
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
);
next.wing_fl.position =
Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position =
Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_z(
s_a.leg_ori.0
+ movement1abs * 0.4
+ movement2abs * -0.4
+ movement3abs * 0.8,
) * Quaternion::rotation_x(
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
);
next.leg_fr.orientation = Quaternion::rotation_z(
-s_a.leg_ori.0
+ movement1abs * -0.4
+ movement2abs * 0.4
+ movement3abs * -0.8,
) * Quaternion::rotation_x(
movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8,
);
next.leg_fcl.position =
Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_bcl.position =
Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
}
},
_ => {},
}
}
next
}
}